Posted: November 20th, 2012 | Author: Nathan | Filed under: theory
Randy Coppinger recently wrote a great blog post recently about not getting caught up in tool choices or being dogmatic about approach, and just focusing on the problem at hand, tools be damned. I couldn’t agree more.
This reminded me of a corollary to Randy’s thesis: The tools we use shape what we create.
While that’s perhaps self-evident, that’s not always a good thing. Tools can be creatively inspiring, but they can also become handcuffs, blinding us to better ways of working. Or, even more sinister, subtly changing our work to be something other than we intended.
If you’re a woodworker, what you can do without a lathe can be pretty limiting. Or a jigsaw. Or a coping saw. If you have all of these things, your creativity can be freed from many restrictions, since you are removing constraints upon your ability to execute your ideas. Such restrictions can really get in the way of earning a living in a crowded marketplace. A car mechanic, for example, won’t get a lot of work if he doesn’t have a hydraulic lift and an impact wrench.
So it goes with digital creative professionals. A visual designer these days can’t operate without a computer, and it’s a tough life without Adobe Photoshop. An audio professional can’t work without a DAW, and it’s hard to be competitive if you don’t know ProTools reasonably well. A field recordist needs microphones. And so it goes.
But microphones or recording techniques can have certain tonal characteristics, just like how raster artwork (e.g., created in Photoshop) looks different than vector artwork (e.g., created in Illustrator). It’s important to realize that the tool choices we do make aren’t always going to be neutral. Every tool choice imparts some color to our output. Rendering one’s idea in charcoal will be emotionally quite different than rendering it in pencils. Different sizes and shapes of chisels affect the texture of a sculpture. Capturing a sound with a Rode NT1a will sound different than with a Neumann TLM-103, even on the same material and from the same perspective, yielding different emotions and tones when listened to.
None of us can afford a warehouse of infinite tools…the Tardis tool shed doesn’t exist. But neither is poverty an excuse to not be aware of your tools’ influence on your work. Knowing the attributes of your microphones lets you know what you might want to modify and sculpt audio recordings in post, just as a woodworker might use fine-grit sandpaper by hand for those last touches that really give a piece the personality of the artist, not just the texture of his or her tool’s “fingerprint.” A person on a limited budget and constrained equipment can achieve greatness by adding tons of knowledge and insight. A metalworker with limited tools might only be able to create things of a certain scale, just as a limited-resource recordist might pick only certain subjects to record due to the limitatons of his or her kit.
Randy’s point is one that I absolutely agree with: Properly frame the problem and establish a conceptual framework for solving it, and let that dictate the tools you use. Don’t always rely on the old standards. Expanding this line of thinking, however, forces you to also look long and hard at the tools you use. Always be slightly suspicious of your equipment, which influences and colors what you create. That can be wonderful and enhance the source material. Or horribly inappropriate and lose the character of the original. But there’s a big difference between being conscious of those differences and being blind to their influence on your work. That way lies ambivalence, which I’ve written on before.
A common phrase on Jeff Wexler’s production sound forum regarding equipment versus the user goes something like, “It’s not the arrows, it’s the archer.” Knowing your arrows’ quirks lets you play with the results. And that’s where a creative professional moves from being an informed craftsperson to becoming an empowered artist.
Tags: art, creativity, design | 1 Comment »
Posted: February 3rd, 2011 | Author: Nathan | Filed under: theory
The audience says "meh" when you say "meh." Image: Arch Wear/Zazzle.
When you’re creating something, nothing kills faster than ambivalence.
I’m not talking about ambiguity. When the viewer or listener comes to your work, it’s OK to be ambiguous. The best art and design only goes halfway: The viewers themselves must ideally step up to the work and actively engage with it (or be engaged by it) in order to leave a significant emotional impact.
This is where a lot of abstract art fails. Too much mystery with too little to draw emotional interest can render the piece inaccessible even to willing viewers, a reaction that many have to the works of Rothko and Pollack, and even the much-maligned Wolff Olins Olympic logo design. Music can do this, too, when compositions are too abstract and even alienating, whether it’s some of the later works of Autechre or the atonal and complex works of Ligeti. But by leaving a few things tantalizingly uncommunicated, the audience can really engage their senses and curiosity to create a lasting impression which they, themselves, have helped create.
Ambivalence doesn’t lie in the work, or in the audience…it comes from the maker of the work. Ambivalence can be the result of making arbitrary decisions for the sake “done.” It can also come from facing an issue with the work and ignoring it or punting on it for later, and never circling back around to it.
In sound, ambivalence often comes from not taking a stand on big issues, like representation versus abstraction. If one scene has a mix of both very literal and very abstract sounds, the viewer may not understand what emotional state the characters are in. A confusing mix of diegetic and non-diegetic sounds – a classic snafu by sound designers who are driven by the coolest sounds, not the most appropriate sounds – can seriously muddle the narrative message. In game design, this can mean the difference between a player being oriented properly in the game world to misinterpreting sound cues that can lead to poor decision making in-game.
You can recognize ambivalence when you say, “tsk, I guess this will be OK.” You can anticipate ambivalence when you hit the point of, “we’ll circle back on this sound later in the mix and see if we can make it better,” but it never happens. You can smell ambivalence when working with clients, producers, or directors who don’t have clear visions for the emotional content of certain moments.
How does one fight ambivalence? One makes a stand. One analyzes the context of the design problems, and creates a framework, theory, or design approach that all decisions can refer back to. One digs one’s heels in and says, “For this use, and in this context, this approach feels emotionally right, for these reasons, and all aural decisions should be based on this framework.”
It’s not all bad news if this decision-making framework fails to produce the right results. If it doesn’t solve the problem, you at least know it’s the core thinking that’s flawed, not the specific sounds you chose. It’s how you’re using the sounds that’s the problem. The great thing about discovering that level of failure is that you can revisit the highest level of the problem and discuss it…this keeps the discussion at a more strategic level, which will help to prevent the client(s) from micro-managing the actual sound design and implementation process. That’s where your expertise comes in, and is most relevant.
Sure, it’s important to be right. But I think it’s more important to have an opinion, early and forcefully, even if it doesn’t work out. Fail early and often, as so many creative professionals suggest. Get your co-workers and clients used to evaluating your approach and thinking than the nitty gritty details of implementation. The former can help “scaffold” your decisions as you revise, whereas critiquing only the latter may not ever resolve the core issues of how sound can support the visual narrative.
Being wrong is better than being ambivalent…as long as you do so early enough that you can reframe the problem and course-correct before the due date.
Tags: art, creativity, design, diegesis, problem solving, sound design | 13 Comments »
Posted: November 9th, 2010 | Author: Nathan | Filed under: theory
"Done" can take a while. But what does "done" mean?
When is something done? Completed? Finished?
It was bad enough when we lived in an era of cutting tape, using paint, or processing film, when sometimes the medium could only support a certain amount of additions or revisions. Today, we live in a digital era of unlimited choices, multiple undo’s, and possibly infinite iteration. How and where can a creative professional call a piece finished? As they say, “Perfect is the enemy of ‘done.’”
As an art major in college, and this topic came up a lot in critiques and discussions. I think part of the challenge is how we, as artists and designers and engineers, emotionally interpret “finished” as a word. Even when it’s the deadline that tells us something must be finished, we need to choose our battles over what needs more or less attention.
One term that one of my professors has stuck with me ever since: You’re done when the piece is largely “resolved.”
I like this phrase because it reframes the question of “done” into a context of problems that need solving, or issues that require resolution. Are the frequencies sufficiently different to prevent muddiness or masking? Is the color in this photo helping to tell the story or the moment? Are these paint strokes in this corner supporting the tone and balance of the piece? When you ask yourself what remains unresolved, you stop flailing around for vague emotional cues of “done-ness” and you start asking the hard questions of what is and isn’t succeeding in supporting the core story or message you’re trying to convey.
It’s easy to wonk out into semantic arguments around the meaning of “done,” so don’t let that become a procrastinating strategy! Ask yourself, in whatever words you like, if the piece is self-consistent, self-evident, unambiguous, and seems resolved. That simple act can help clear up a lot of personal and aesthetic confusion.
| No Comments »
Posted: June 8th, 2010 | Author: Nathan | Filed under: theory
Understanding your relationship, or lack thereof, to your body can lead to creative insights.
Denial of the Physical
In 2005, I heard a 1993 radio interview with Frank Conroy, a now-deceased fiction writer, and he described how he preferred writing in bed. He spoke with another author who did this also. Nelson’s own take on it is that he wrote best when his mind flowed without concern for his surroundings. Staying in bed was a strategy to disconnect his brain from his body to facilitate creative flow. The less he was aware of his body, the more his mind could reel and wander.
While Conroy might have had a self-destructive streak, something about this insight seemed familiar. I started to notice my own patterns and methods for staying creative and generating ideas, and realized that, indeed, the idea of disassociating the body from the mind is something that I also do.
Over the years, I’ve learned to obey these rhythms and how to use them in order to stay creative in a deadline-centered world.
Tags: art, body, creativity, design, obsession | 4 Comments »
Posted: May 15th, 2010 | Author: Nathan | Filed under: news, theory
As announced a few days ago on Designing Sound, David Sonnenschein, author of Sound Design: The Expressive Power of Music, Voice and Sound Effects in Cinema, will be hosting a live webinar entitled “Psychoacoustic Tools for Creativity,” May 21 from 9-11am Pacific Daylight Time. It’s open to students, professionals, and hobbyists of all stripes.
Last month, an international group of eight members the online sound community (myself included) attended a “beta test” webinar with Sonnenschein, and it was excellent. The format will be about half lecture and half discussion of attendees’ work, submitted beforehand. I think that the opportunity to learn more about how the human brain interprets audio is essential learning for anyone involved in music or sound, just as the study of visual perception is paramount to visual and interaction design. This class will focus on taking theory and making it practical in one’s work.
Here’s David’s own description of this webinar.
SEMINAR TOPIC: PSYCHOACOUSTIC TOOLS FOR CREATIVITY
Do you desire to produce really effective soundtracks that reach your audience through neurobiological resonance, tapping into how they subconsciously perceive the world through sound? Would you like more access to your own brain power for finding innovative approaches and solutions? Every professional sound designer can benefit from understanding and experiencing the science of sonic storytelling. In this seminar we will explore the neurobiology and psychology of hearing and how these underlying principles can support creative sound design.
WHAT WE’LL DO
In the second half of each unique 2-hour seminar, David will screen, analyze and discuss video clips pre-selected from submissions by the participants (max. 5 min., 100mb file size). If you have something ready or a work-in-progress, send info on the genre, length and any particular area of sound that you’d like to discuss, to email@example.com.
It’s a steal, too: You get access to one of the best minds on sound design for US$40. It’s limited to 25 people, so definitely sign up soon. If you’re active on socialsounddesign.com (see my earlier post about this awesome community), you’ll probably recognize a lot of peeps in the class.
To paraphrase our state’s governor in Predator: DOOO EET! GET TO DA CHOPPAH!
| 1 Comment »
Posted: April 30th, 2010 | Author: Nathan | Filed under: gear, theory
Use gear made by those who make gear they themselves use, and make gear for other users. That's prosumerism.
[Gigantic über-thanks to Tim Prebble and Richard Devine for their contributions to this article.]
The title of this article isn’t what you think it is.
You can’t shop for electronics or technology without hearing “prosumer.” People assume this portmanteau is a contraction of “professional-consumer.” Only marketing wonks have made it so.
That is neither its original meaning, nor the topic of this post.
The term was coined in Alvin Toffler’s seminal book Future Shock as a contraction of “producer” and “consumer,” predicting the merging of the roles of consumption and production into the life of one individual, primarily due to customization of mass-produced objects and the creation of highly specialized products. That is, person A makes widget X, who sells X to person B who makes widget Y, which person A, in turn, buys…it’s a massively networked set of cottage industries. This trend has exploded in the last decade. When Wired writes about micro-manufacturing and “no more factories,” we’ve probably arrived at a prosumer tipping point.
That, dear friends, is what this post is about. And yes, this is audio-related. Chances are, this article is probably about you, too.
Read the rest of this entry »
Tags: alvin toffler, audio equipment, consumer, cottage industry, future shock, hydrophone, micro-manufacturing, microphone, prosumer, recorder | 11 Comments »
Posted: April 18th, 2010 | Author: Nathan | Filed under: field recording, gear, theory
UFO or listening device?
I learned a long time ago to share my mistakes with others. It keeps me humble, and reaches two groups of people: Those more experienced than me who can help correct my errors, and those who might not have tread these waters before and who can learn from my experiences.
Which brings us to today’s post: recording ambiences using a pair of miniature omnidirectional microphones in boundary layer mounts. I learned a ton doing this, but the end results weren’t great. Today we’ll talk about what I accomplished and why it might not have worked out as well as I had hoped.
After my recent post on urban ambiences, I decided to record some fresh ambiences using a pair of DPA 4060 microphones using two techniques I hadn’t tried before: spaced-pair stereo and boundary-layer microphones.
Read the rest of this entry »
Tags: BLM, boundary effect, digital audio, DPA 4060, field recording, sound design, sound effects | 3 Comments »
Posted: March 25th, 2010 | Author: Nathan | Filed under: field recording, theory
The deeper I get into field recording (or, in the words of some, a “phonography“), the more the parallels between it and how I approach photography comes into focus. I feel that the differences between these media, while significant, are outnumbered by the similarities.
Photographs are single moments in time and sound is a stream of realtime stimuli. They reach different senses. One could argue that cinematography has more in common with audio recording, in terms of perception of the media over time, but I think that’s more in how it is consumed than how it’s captured.
I actually find that the physical activities and workflow of field recording, specifically, is conducted far more like nature photography. The two activities are also among the few digital creative endeavors that actually can yield some degree of exercise!
For me, the parallels between field recording and photography are most visible in fieldwork, temporal abstraction, recontextualization, and introspection.
Read the rest of this entry »
Tags: field recording, media theory, photography, recontextualization, shooting, sound design | 4 Comments »